/datum/surgery/plastic_surgery name = "Plastic surgery" possible_locs = list(BODY_ZONE_HEAD) steps = list( /datum/surgery_step/incise, /datum/surgery_step/retract_skin, /datum/surgery_step/reshape_face, /datum/surgery_step/close, ) //reshape_face /datum/surgery_step/reshape_face name = "reshape face (scalpel)" implements = list( TOOL_SCALPEL = 100, /obj/item/knife = 50, TOOL_WIRECUTTER = 35) time = 64 /datum/surgery_step/reshape_face/preop(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) user.visible_message(span_notice("[user] begins to alter [target]'s appearance."), span_notice("You begin to alter [target]'s appearance...")) display_results( user, target, span_notice("You begin to alter [target]'s appearance..."), span_notice("[user] begins to alter [target]'s appearance."), span_notice("[user] begins to make an incision in [target]'s face."), ) display_pain(target, "You feel slicing pain across your face!") /datum/surgery_step/reshape_face/success(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery, default_display_results = FALSE) if(HAS_TRAIT_FROM(target, TRAIT_DISFIGURED, TRAIT_GENERIC)) REMOVE_TRAIT(target, TRAIT_DISFIGURED, TRAIT_GENERIC) display_results( user, target, span_notice("You successfully restore [target]'s appearance."), span_notice("[user] successfully restores [target]'s appearance!"), span_notice("[user] finishes the operation on [target]'s face."), ) display_pain(target, "The pain fades, your face feels normal again!") else var/list/names = list() if(!isabductor(user)) for(var/i in 1 to 10) names += target.dna.species.random_name(target.gender, TRUE) else for(var/_i in 1 to 9) names += "Subject [target.gender == MALE ? "i" : "o"]-[pick("a", "b", "c", "d", "e")]-[rand(10000, 99999)]" names += target.dna.species.random_name(target.gender, TRUE) //give one normal name in case they want to do regular plastic surgery var/chosen_name = tgui_input_list(user, "New name to assign", "Plastic Surgery", names) if(isnull(chosen_name)) return var/oldname = target.real_name target.real_name = chosen_name var/newname = target.real_name //something about how the code handles names required that I use this instead of target.real_name display_results( user, target, span_notice("You alter [oldname]'s appearance completely, [target.p_they()] is now [newname]."), span_notice("[user] alters [oldname]'s appearance completely, [target.p_they()] is now [newname]!"), span_notice("[user] finishes the operation on [target]'s face."), ) display_pain(target, "The pain fades, your face feels new and unfamiliar!") if(ishuman(target)) var/mob/living/carbon/human/human_target = target human_target.sec_hud_set_ID() return ..() /datum/surgery_step/reshape_face/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery) display_results( user, target, span_warning("You screw up, leaving [target]'s appearance disfigured!"), span_notice("[user] screws up, disfiguring [target]'s appearance!"), span_notice("[user] finishes the operation on [target]'s face."), ) display_pain(target, "Your face feels horribly scarred and deformed!") ADD_TRAIT(target, TRAIT_DISFIGURED, TRAIT_GENERIC) return FALSE